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Arcade › Farmstead Market
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ada da built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Farmstead Market yet. Play it, then tell ada da what you would add next.
Farmstead Market was built by ada da with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Farmstead Market opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a first-person 3D platforming game titled “Skybound Run.” The player is an invisible/player-controlled point of view (an Object3D with no visible body) moving through a dark blue atmospheric sky with fog. Use a perspective camera attached directly to the player, with WASD or arrow keys for movement, Space to jump, mouse click/drag to look, and a touch joystick for mobile. Movement should feel like a first-person platformer with approximately 7.2 movement speed, 9.2 jump speed, and strong downward gravity; falling below the course resets the run to the start. Build a linear ascending course of five floating rocky islands extending away from the start along the negative Z direction and upward: a large starting island centered around (0, 0, 5.5), then islands around (3, 2, -3.5), (-4, 5, -12), (2, 8, -20), and a final goal island around (7, 11, -28). Each island should have a broad rectangular pale green grass-like top slab with a faceted tapered rocky underside, small glowing cyan crystal clusters on its surface, and enough width to land on. Connect the islands with four narrow raised parkour bridges at approximately (1.2,1.2,1), (-0.4,3.4,-7.7), (-1.1,6.5,-16), and (4.5,9.5,-24), each made from a narrow pale green surface with simple dark rocky support pieces underneath. Include a few natural decorations: a tree and rock on the starting island, a tree and rock near the goal, plus a sloped rock feature near the second island. These can use stylized low-poly nature assets or equivalent low-poly geometry. Place a glowing orange-gold cylindrical finish beacon on the final island at about (7, 12.9, -28), with a floating glowing cyan ring around its upper section. The beacon rotates and the ring slowly counter-rotates. The objective is to traverse the bridges and floating islands, reaching the four non-start checkpoint islands in sequence/progress terms and then approach the beacon. Count an island checkpoint when the player is near its center and above its elevation; display progress as “Reach the beacon · 0 / 4” through “4 / 4.” Only allow completion once all four checkpoints have been reached and the player is near the beacon at the final island. On completion, stop gameplay timing and show a centered translucent completion card reading “Course complete” and “Time X.Xs · Press Restart to run it again.” Keep an elapsed timer during the active run. If the player falls below Y=-12, reset position, checkpoint progress, completion state, and timer. Use a moody stylized low-poly aesthetic: background color near #071525, matching exponential/far fog, pale blue environmental hemisphere light, strong white directional sunlight with soft shadows, and a subtle blue rim light. Island rocks should be muted teal-gray, tops light mint green, crystals cyan with emissive glow, and the beacon warm yellow/orange emissive. Enable antialiased rendering, shadows, and filmic tone mapping. The overall view should feel like floating sky parkour above an empty dark void. Overlay a fixed dark translucent HUD with a thin blue-gray border and rounded corners. In the upper-left show the uppercase title “SKYBOUND RUN” in light cyan and below it the checkpoint status. In the upper-right provide a “Restart” button. Along the bottom center show the instruction pill: “WASD / arrows to move · Space to jump · click to look · touch joystick on mobile.” Use responsive full-screen canvas layout and a centered translucent completion panel when finished.